Presentation is loading. Please wait.

Presentation is loading. Please wait.

1 Introduction to Graphics b The last one or two sections of each chapter of the textbook focus on graphical issues b Most computer programs have graphical.

Similar presentations


Presentation on theme: "1 Introduction to Graphics b The last one or two sections of each chapter of the textbook focus on graphical issues b Most computer programs have graphical."— Presentation transcript:

1 1 Introduction to Graphics b The last one or two sections of each chapter of the textbook focus on graphical issues b Most computer programs have graphical components b A picture or drawing must be digitized for storage on a computer b A picture is broken down into pixels, and each pixel is stored separately

2 2 Representing Color b A black and white picture can be stored using one bit per pixel (0 = white and 1 = black) b A color picture requires more information, and there are several techniques for representing a particular color b For example, every color can be represented as a mixture of the three primary colors Red, Green, and Blue b In Java, each color is represented by three numbers between 0 and 255 that are collectively called an RGB value

3 3 Coordinate Systems b Each pixel can be identified using a two-dimensional coordinate system b When referring to a pixel in a Java program, we use a coordinate system with the origin in the upper left corner Y X(0, 0) (112, 40) 112 40

4 4 Applets  A Java application is a stand-alone program with a main method (like the ones we've seen so far) b An applet is a Java program that is intended to transported over the web and executed using a web browser b An applet can also be executed using the appletviewer tool of the Java Software Development Kit  An applet doesn't have a main method b Instead, there are several special methods that serve specific purposes  The paint method, for instance, is automatically executed and is used to draw the applets contents

5 5 Applets  The paint method accepts a parameter that is an object of the Graphics class  A Graphics object defines a graphics context on which we can draw shapes and text  The Graphics class has several methods for drawing shapes b The class that defines the applet extends the Applet class b This makes use of inheritance, an object-oriented concept explored in more detail in Chapter 7 b See Einstein.java (page 93) Einstein.java

6 6 Applets b An applet is embedded into an HTML file using a tag that references the bytecode file of the applet class b It is actually the bytecode version of the program that is transported across the web b The applet is executed by a Java interpreter that is part of the browser

7 7 Drawing Shapes  Let's explore some of the methods of the Graphics class that draw shapes in more detail b A shape can be filled or unfilled, depending on which method is invoked b The method parameters specify coordinates and sizes b Recall from Chapter 1 that the Java coordinate system has the origin in the upper left corner b Many shapes with curves, like an oval, are drawn by specifying its bounding rectangle b An arc can be thought of as a section of an oval

8 8 Drawing a Line X Y 10 20 150 45 page.drawLine (10, 20, 150, 45); page.drawLine (150, 45, 10, 20); or

9 9 Drawing a Rectangle X Y page.drawRect (50, 20, 100, 40); 50 20 100 40

10 10 Drawing an Oval X Y page.drawOval (175, 20, 50, 80); 175 20 50 80 boundingrectangle

11 11 The Color Class  A color is defined in a Java program using an object created from the Color class  The Color class also contains several static predefined colors b Every graphics context has a current foreground color b Every drawing surface has a background color b See Snowman.java (page 99-100) Snowman.java


Download ppt "1 Introduction to Graphics b The last one or two sections of each chapter of the textbook focus on graphical issues b Most computer programs have graphical."

Similar presentations


Ads by Google